P4AU/Akihiko Sanada/Frame Data: Difference between revisions

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* 5B and 2B can each be done only once per string.
* 5B and 2B can each be done only once per string.


:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>

Revision as of 01:02, 18 April 2015

System Data

Health: 10,000

Combo Rate: 75%

Persona Cards: 2

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F
Akihiko cancels note
a * under cancels mean he can cancel into Cyclone moves. You cannot cancel into the same move twice during these chains, including Hop and Roll.

Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 200 2 Body Any JSpSO 200 200 50 5 2 11 0 -
5AA 300 3 Body Any (J)SpSO 0 200 50 9 2 15 -2 -
5AAA
Normal
200 3 Body Any SO 0 100 50 11 3 20 -8 -
5AAA
Shadow
200, 100x3 3 Body Any
  • SO
900 400 50 11 2(10)1(10)2(10)2 20 -7 -
5B 400, 200 5 Body Any (J)SpSOD 100 100 100 6 3(3)3 20 -4 -
  • Dash Cancel is -3 on block of either hit
  • Forces Fatal Counter on Counter Hit
2A 160 1 Body Any JSpSO 600 100 200 5 2 11 -2 -
2B 500 3 Body Air Unblockable (J)SpSO 200 100 50 7 6 24 -15 -
j.A 200 2 Head High JSpO 200 100 200 7 2 11 - -
j.B 300, 150 3 Head High JSpO 200 100 100 9 3(3)3 15 - -
Dash Cancel - - - - - - - - - - Total 21 - -
Guard Cancel Attack - - - - - - - - - - - - -

No data for Guard Cancel Attacks are currently available.

All Out Attack (Lv0) 300 5 Body High O 0 1000 10000 30 9 24 -14 -
All Out Attack (Lv1) 300 5 Body High - 0 1000 10000 29 9 24 -14 -
All Out Attack (Lv2) 300 5 Body High O 0 1000 10000 28 9 24 -14 -
All Out Attack (Lv3) 300 5 Body High O 0 1000 10000 27 9 24 -14 -
All Out Attack (Lv4) 300 5 Body High O 0 1000 10000 26 9 24 -14 -
All Out Attack (Lv5) 300 5 Body High O 0 1000 10000 25 9 24 -14 -
All Out Rush 200*N 5 Body Any O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Any O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body Any JSpSOD 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 17 hits
  • Corner Bounces if All Out Rush did 17 hits
Sweep (Lv0) 700 4 Leg Low SpSO 300 300 50 13 5 20 -8 -
Sweep (Lv1) 750 4 Leg Low SO 300 300 50 13 5 18 -6 -
Sweep (Lv2) 800 4 Leg Low SO 300 300 50 13 5 18 -6 -
Sweep (Lv3) 850 4 Leg Low SO 300 300 50 13 5 18 -6 -
Sweep (Lv4) 900 4 Leg Low SO 300 300 50 13 5 18 -6 -
Sweep (Lv5) 1000 4 Leg Low SO 300 300 50 13 5 18 -6 -

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C Lv0: 1300

Lv1: 1400

Lv2: 1500

Lv3: 1600

Lv4-5: 1700

5 Body High OD 400 100 50 25 (30) 5 19 (14) -5 (0) -
  • Dash Cancel is -3 on block whether charged or not
  • Additional damage numbers are for each level of Cyclone, starting at 0.
  • Numbers in ()s represent charged 5C, which is the same as old 2C.
5D - - - - - - - - - - 29 Total - -
  • Able to prolong startup by charging
  • Pulls in opponent from 24F
2C Lv0: 0, 100, 50x5, 500

Lv1: 0, 110, 55x5, 550

Lv2: 0, 120, 60x5, 600

Lv3: 0, 130, 65x5, 650

Lv4: 0, 140, 70x5, 700

Lv5: 0, 150, 75x5, 750

0, 5 Body Throw SO 0 1000 50 19 4 28 - -
  • Deals Silence on hit, Silence lasts longer based on Cyclone gauge.
2D - - - - - - - - Pulls on 24 - 29 Total - -
  • Able to prolong startup by charging
  • Pulls in opponent from 24F
j.C 1600 5 Head High O 400 100 50 28 4 29+10 landing - -
j.D - - - - - - - - Pulls on 24 - 48 Total - -
  • Able to prolong startup by charging
  • Pulls in opponent from 24F

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw Lv0: 0, 200, 100x2

Lv1-5: 0, 200, 100x3

0, 4 Throw Throw After Kill Rush 0 1400,100 50 5 3 25 - -
  • Upon landing Lv1~2 throw, Aki is left at +9 vs the opponent who can only block (similar to spinstate?)
  • LV1~5 FC recovery?
Air Throw 1500 0, 4 Throw Throw - 0 1200, 100 50 4 3 19 - -

Furious Action

Double Uppercut
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD (Lv1-5) 1600, 300 (Lv0-1)

700, 350 (Lv2-3)

800, 400 (Lv4-5)

4 Body Air Unblockable, Any S 1100 100 50 9 3(4)3 38 -24 -
  • ☆ means can cancel into sweep, ground throw, any Special except Kill Rush and itself, Cyclone Upper, Maziodyne

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Kill Rush
236A 100, 50*3, 500 3 Body Any ☆SO 300 300 1000 11 - 23 Total -4 -
236B 120, 60*5, 500 3 Body Any ☆SO 300 300 1000 24 - 36 Total -8 -
236AB 140, 70*9, 500 3 Body Any ☆SO 500 600 1000 11 - 26 Total -8 -
  • Can cancel into follow ups from 8F during recovery.
  • Fatal recovery on B and SB versions
Boomerang Hook
4A After Kill Rush Lv1: 600

Lv2-3: 720

Lv4-5: 900

3 Body Any ☆SO Lv1: 100

Lv2: 100

Lv3-4: 200

Lv5: 300

Lv1-2: 400

Lv3-4: 300

Lv5: 200

300 13 3 18 -6 -
4B After Kill Rush Lv1: 800

Lv2-3: 960

Lv4-5: 1200

5 Body Any ☆U Lv1-2: 200 [1600]

Lv3-4: 300 [1700]

Lv5: 400 [1800]

Lv1: 300

Lv2: 300 [200]

Lv3-4: 200 [100]

Lv5: 100 [0]

1000 21[41] 3 15 +4 -
4AB After Kill Rush Lv1: 1000

Lv2: 1200

Lv3: 1200

Lv4: 1500

Lv5: 1500

5 Body Any ☆U Lv1: 200

Lv2: 200

Lv3-4: 300

Lv5: 400

Lv1-2: 300

Lv3-4: 200

Lv5: 100

1000 23 3 26 +1 -
  • Able to charge B version, holding button from 17F~ causes move to be unblockable.
  • All versions are Fatal Counter
  • Numbers in [] are corresponding to the unblockable version of 4B
Corkscrew
6A Lv1: 1000

Lv2-3: 1200

Lv4-5: 1500

5 Body Any SO 1500 700 50 6 -6 34 -18 -
6B Lv1: 1200

Lv2-3: 1440

Lv4-5: 1800

5 Body Any SO 1500 700 50 9 -6 40 -24 -
6AB Lv1: 1200

Lv2-3: 1440

Lv4-5: 1800

5 Body Any SO 1500 700 50 15 -6 35 -19 -
  • B version knocks oppoent behind Akihiko
  • All versions have Fatal Counter and Fatal Recovery
Sonic Punch
8A Lv1: 500

Lv2-3: 600

Lv4-5: 750

3 Body AUB ☆SO Lv1-2:200

Lv3-4:300

Lv5:400

Lv1-2:300

Lv3-4:200

Lv5:100

400 13 4 18 -7 -
8B Lv1:650

Lv2-3:780

Lv4-5:975

4 Body AUB ☆SO Lv1-4:300

Lv5:400

Lv1-4:200

Lv5:100

1000 21 4 26 -13 -
8AB Lv1:800

Lv2-3:960

Lv4:1200

Lv5:1200

4 Body AUB ☆SO Lv1-4:300

Lv5:400

Lv1:300

Lv2-4:200

Lv5:100

1000 23 4 20 -4 -
Ducking
236C OR 6C After Kill Rush - - - - - - - - 13-20 Low Profile 25 Total - -
236D OR 6D After Kill Rush - - - - - - - - 20-34 40 - -
236CD OR 6CD After Kill Rush - - - - - - - - 13-18 22 - -
  • Fastest possible cancel (?)
Weaving/Webbing
214C OR 4C After Kill Rush - - - - - - - - 11-20 24 Total, can be held - -
214D OR 4D After Kill Rush - - - - - - - - 11-35 Low Profile 41 Total - -
214CD OR 4CD After Kill Rush - - - - - - - - 5-37 44 Total - -
  • C Version can be prologed by holding down button, remains in animation for as long as button is held, gaining more meter as time goes on.
  • SP Version can pass through opponents
  • Fastest possible cancel (?)

Meter gain per frame: LV1 .04 LV2 .05 LV3~4 .06 LV5 .07. in other words, 2.4 meter a second at lv1, and 4.2 at lv5

Closeout Blow
214A - - - - SO - - - - - 33 Total - -
214B - - - - ☆SO - - - - - 54 Total - -
214AB - - - - ☆SO - - - - - 43 Total - -
  • A and B versions guard against High and Mid attacks
  • SB version guards against all attacks except throws
Assault Dive
j.214A 600, 300 4 Head, Body Any ☆SO 300 500 500 10 Until landing, +6 30 -15 -
j.214B 800, 400 4 Head, Body Any ☆SO 300 500 500 22 Until landing, +6 30 -15 -
j.214AB 800, 400 4 Head, Body Any ☆SO 300 500 500 10 Until landing, +6 30 -15 -

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Cyclone Uppercut
236236A Lv0: 1000x2

Lv1: 1000+550x2

Lv2: 1000+600x2

Lv3: 1000+350x4

Lv4: 1000+400x4

Lv5: 1000+2000

5 Body Air Unblockable, Any O 800 500 50 4+5 3(6)12 until landing + landing 20 -35, -41, -41, -49, -49, -7 -
236236B Lv0: 1200+360x3

Lv1: 1200+240x5

Lv2: 1200+264x5

Lv3: 1200+240x7

Lv4: 1200+276x7

Lv5: 1200+168x15

5 Body Air Unblockable, Any O 800 500 50 8+5 3(6)12, 23 for lv5 until landing + landing 15, 42 for lv5 -31, -32, -32, -39, -39, -85 -
236236AB Lv0: 1300, 520x2

Lv1: 1300, 520x2, 100x2

Lv2: 1300, 520x2, 200x2

Lv3: 1300, 520x2, 70x9

Lv4: 1300, 520x2, 100x9

Lv5: 1300, 520x2, 200x5, 700x2

5 Body Air Unblockable, Any O 800 800 50 3+5 Lv0: 3 (3) 2 (39) 2

Lv1-4: 3 (3) 2 (34) 18

Lv5: 3 (3) 2 (34) 18 (45) 21

until landing + landing 20, 42 for lv5 -34, -47, -47, -52, -52, 27 -
Thunder Fists
236236C - - - - - - - - ?+4 - 13 total - -
236236D - - - - - - - - ?+4 - 28 total - -
236236CD 1000 3 Projectile All O 500 500 2000 4+4 3 51 total -28 -
  • Akihiko's punches inflicts shock on hit or block while Thunder Fist is in effect.
  • Removes shock on Akihiko on startup.
  • SB version shocks opponent on hit.

Awakened SP Skill Attacks

Maziodyne
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C Lv0: 200, 100*15

Lv1: 120, 60*31 Lv2: 140, 70*31 Lv3: 80, 40*64 Lv4: 90, 45*64 Lv5: 80, 40*80

3 Projectile Any O 0 1500 50 4+18 1(1)1... Total 119 LV0 -53

Lv1~2: -21 Lv3~4: -19 Lv5: -3

-
214214D Lv0: 200, 100*15

Lv1: 120, 31*31 Lv2: 140, 31*31 Lv3: 80, 64*64 Lv4: 900, 64*64 Lv5: 80, 40*80

3 Projectile Any O 0 1500 50 4+26 1(1)1... Total 112 -38 lv1~2 -6 lv3~4 -4 lv5 +12 -
214214CD Lv0: 200, 100*23

Lv1: 140, 31*39 Lv2: 160, 31*39 Lv3: 80, 64*80 Lv4: 900, 64*80 Lv5: 80, 40*96

3 Projectile Any O 0 1500 50 4+22 1(1)1... Total 123 Lv0: -37

Lv1~2: -5

Lv3~4: -3

Lv5: +13

-

Instant Kill

Earth Breaker
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222C+D K.O. 5 Projectile Unblockable - 0 100 50 17+106 81 96 - -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5A[+], 2A[+], 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special
5AAA - - 5C, 2C 5D, 2D AoA, Sweep Special
2A 5A[+], 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5B - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2B - 5B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special
5C - - - - - Dash
2C - - - - - Super
5D - - - - - -
2D - - - - - -
All-out Attack - - - - - -
Sweep (Lv0) - - - - - Special
Sweep (Lv1-5) - - - - - Super
Air P Combo Table
A B C D Cancels
j.A j.A[+] j.B j.C j.D Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - - -
j.D - - - - -
  • to cancel 5A into another 5A, use 4A
  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
  • 5B and 2B can each be done only once per string.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
Akihiko doesn't have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)